Hi Raj, Thank you for the prompt response.
> This is probably what the eye coordinates in OpenGL means, i.e., > before clipping, perspective division, and transformation to window > space. Yes (eye coordinate/viewer's coordinate system). From the OpenGL specs: (http://opengl.org/developers/documentation/version1_3/glspec13.pdf pg. 29) --object coord--> [model-view-matrix] --eye coordinates--> [projection-matrix] --clip coordinates--> [perspective-division] --normalized-device-coordinates--> [viewport-transformation] --window-coordinates--> I am looking for the matrix that transforms virtual world coordinates to the viewers's coordinates (model-view-matrix). I tried looking through the specification but can't find a straight forward documentation like the opengl ones for this matrix. I tried your suggestion: > // get matrix to go from object to ViewWorld > Transform3D obj2vw = new Transform3D(); > object.getLocalToVworld( obj2vw ); Gets me an identity matrix. > // get matrix to go from ViewWorld to ViewPlatform > Transform3D vp2vw = new Transform3D(); > vp.getLocalToVworld( vp2vw ); Gets me an identity matrix. > // get inverse of above > Transform3D vw2vp = new Transform3D(); > vw2vp.invert( vp2vw); Gets me an identity matrix as expected. I believe getLocalToVworld transformation just transforms object coordinates into virtual world coordinates. ---object-coordinates (OC)--> [local-to-vworld] --virtual-world-coordinates (VWC)--> In this case OC and VWC are the same coordinate systems; hence the identity matrix. I am looking for the matrix that transforms virtual world coordinates to the viewers's coordinates (model-view-matrix). --virtual-world-coordinates--> [model-view-matrix] --viewer's coordinate system/eye coordinates--> Kovalan =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".